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Beam
31-01-2004, 20:38
Post here once your game is finished, no matter in what age. And feel free to give all the juicy details ;)

Beam
31-01-2004, 22:08
Just a little story on Diplo in 1762 AD. Not neccesarily the road to go, but the way I achieved it on Emperor.

First of all, starting locations looks OK, cow, some forests and last but not least most likely entry to the open sea!

First considerations were on the fastest type of victory to aim for with a No-science rule. Domination and kill 'm all require similar approaches and there hardly is way not to achieve domination faster than kill 'm all. For Diplo and Space more or less the same apply, because the techpath for Space includes the tech for Diplo, difference is that Space is achievable with a bad Rep. Histograph is out of the question with "fastest" in mind. Cultural is an animal on its own. Upside is the Sci ability giving cheap Libs and Universities, downside those have no other use and cost loads of cash better spend at tech trading.

The decision Diplo vs. Space can be made late in the game, leaves the go for those two vs. domination. Since the change and speed for domination heavily depends on map stats, as does the change on tech brokering I decided to build a curragh in the cap before anything else. Thousand of years later that single curragh had returned contact with everyone else but Korea.

The curragh also learned that the Byz were with 3 AI on a continent smaller than another one with only 3 AI. This makes domination unattractive for a fast Vic in these circumstances, but gives loads of options for techbrokering because of the unability if the AI to risk suicide off-shore runs.

Leaves Diplo vs. Space. A controlled way to Diplo is ALWAYS faster then Space. It just requires enough sure AI votes. Road to that is a good Rep, which nicely combines with tech-brokering.

In short, once the curragh found the size of the other continent and the distance to home soil, I went for the Diplo road.

From there, run an efficient empire, keep 'm happy, trade and make cash. Keep the Rep. up.

Germans attacked twice, first time rushing swordies and moving other units in just did it. Second time it was Med Age with German cavs and templars. MA with the Babs saved the day and granted Bab terr. to the Byz. Early peace with Germany was the only potential Rep hit in this game.

Scariest moment was the discovery of Cuzco pumping 150 spt and killing Byz ToE plan, together with Espionage knowledge of the size of the German army, triple of Byz. size! Took some time to evaluate approach, in the end sticked with the original path with some gambling: stealing tech and if needed sabotaging production. Verdict: 2 successful steals (safe), no sabotage needed.

Meantime massive AI war vs. Inca certainly helped to improve relative Rep., but they almost annilihiated the electorate.

Endgame basically was a run to get the UN. Prebuild started once Motorized Transportation was in the pic, MM'ing Adrianople heavily. Once Radio in the pocket got Comp., allowing for a GW with the same amount of shields as the UN. Give techs away for free to backward AI to get their votes and gamble on the Sci ones to get Fission. Korea got it and was willing to trade for Computers, Rocketry and a truckload of cash. MM'ing Adrianople set Seti > UN and turns from 5 > 1. Giving a lot of other stuff away certainly helped.

Bingo!

Thanks to PP for a great game!

col
31-01-2004, 23:44
Dom in 1850. 80 artillery chewed their way through many SODs of infantry. Main story line in other threads but two screenies here.

col
31-01-2004, 23:46
http://www.civ3duelzone.com/forum/uploaded/col/2004131234518_end1.jpg
395.68KB

col
31-01-2004, 23:47
http://www.civ3duelzone.com/forum/uploaded/col/2004131234654_end2.jpg
275.56KB